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Old 05-14-2023, 11:27 AM   #10
dataweaver
 
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Join Date: Aug 2004
Default Re: [SUPERS] What did not age so well... and how to make it work!

Quote:
Originally Posted by T.K. View Post
Concern1 > ST - Scaling of Lift and Damage is off and falls off compared to powers stuff, like Innate Attack.

Improvement1 > Is KYOS still the "betterest" switch to go for? Other option would be to just leave it "as is" and curate accessability enforcing "role protection". Pros/Cons?
This should be fine. But I'd abandon the SM-based cost discount on ST for large characters; it's the because the large lifting capacities that such characters are supposed to have would be far too expensive under the rules as written; but KYOS addresses that more directly and more effectively.

Quote:
Originally Posted by T.K. View Post
C2 > IQ (and probably DX) are too good.

I2 > Brake Per and Wil from IQ. Probably will leave DX as is.
As others have said, get your hands on PU9:AA if you plan on messing with the attributes; it will help you catch important edge cases.

Quote:
Originally Posted by T.K. View Post
C3 > Injure Tolerance, Regeneration, RD - Could break things in combat.

I3 > My current thinking is "Role-enforced limits", with Unusual Backgrounds to cover ups and downs, like "UA:Brick" allowing X more DR from campaign base, requesting more levels along campaign development to also unlock new limits and possibilities. Thoughts?
As Fred pointed out, this is a non-issue. If anything, the original isn't the defenses being too easy to come by; Its with the attacks being too cheap relative to the defenses.

Quote:
Originally Posted by T.K. View Post
C4 > Weapons/Equipment (TL9 up to start of TL10) cost in relation to Powers, so that they keep being comparable-ish for the "first half of the campaign". Should it cost character points, money in-game, both, Advantages...?

I4 > So far, for campaign beginning/first arc, thinking of going with equipment found in Cyberpunk/UltraTech up to start of TL10, that can be purchased/accessed in-game, as expected, and stuff like Richness-level advantages could be fair game and eventually when game scale starts to pickup, switch that into gadgets and mechanical -10% or whatever style of powers.
The first requirement I'd put in place would be that nobody is allowed to buy adventuring equipment with Wealth. I might even download Wealth entirely, as they throw a major monkey wrench into any attempt to put powers and gear on anything resembling even footing. Poverty is probably okay; just bear in mind that the points you get for it will at least partially be eaten up compensating for your lack of access to a basic loadout.

If you do allow Wealth, place restrictions on how money beyond the Campaign Starting Cash can be spent; or use a variant rule that breaks Wealth up into parts, and don't let the players buy the part that gives them a great deal of liquidity: put it into stuff that gives them a high standard oof living, and/or for social engineering. Let the players know that you're not even going to attempt to be realistic about this: even if the narrative says that they should theoretically be able to sell of their house and use the proceeds to purchase an arsenal, actually allowing that would mean that a player would have to be stupid not to do that.
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